Guild Wars 2 Preview
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Upon running into a merchant-type NPC, I found myself with three different ways to respond to him. Each option would increase one of three personality statistics: charm, honor and ferocity. As inconsequential as that dialogue might have been, it raised interesting questions about the possible repercussions of my actions. How far would NCSoft take this? Would this impact my end game? Would this open or close quest lines? Sadly, the demo was too short to learn the full impact of those choices.
Nonetheless, it was something that definitely proved a point. Unlike many MMOs out there, Guild Wars 2 does not make pretenses about world-building. It's not just a hub that branches off to quests and end-game dungeons. The quests on offer make you feel vital to the survival of your factions. Here, you're more than a glorified errand boy. Enemies do not respawn willy-nilly for no reason whatsoever. NPCs will matter. Ncsoft seems to have accomplished what most MMOs have failed to do, creating a living, breathing world, that is more than a digitized amusement park.
While some quests are bestowed by NPCs with little symbols parked over their heads, others can only be found by exploring the vast world of Tyria. I found myself being asked to do everything from herding terrified bovines to collecting scrap metal for the armory, in between attempting to mediate between the squabbling Legions. Occasionally, I would also kill things in hope of acquiring 'Daily Feat Chests', tiny containers that held much-loved experience points.